Exodite Rules & Reference



Exodite Weapons


WeaponRange STRAP TYPE SPECIAL
Shuriken Pistol 12" 4 5 Pistol -
Shuriken Catapault 12" 4 5 Assault 2 -
Shuriken Cannon 24" 6 5 Heavy 3 -
Throwing Blades 12" 3 - Assault 1 -
Wraithbone Bow 24" 4 4 Rapid Fire -
Wraithbone Ballista 36" 6 2 Heavy 1 Armour Penetration is 2D6 + 6 if target is within 18".
Fusion Gun 12" 6 1 Assault 1 Armour Penetration is 2D6 + 8 if target is within 6".
Flamer TEMPLATE 4 5 Assault 1 -
Ranger Long Rifle 36" X 6 Heavy 1 Hits on 2+, Wounds on 4+. Armour Penatration = D6. Casualties force a pinning test. On a To Hit roll of 6, counts as AP 1.
Scatter Laser 36" 6 6 Heavy D6 Shoots D6 times. Roll each time it fires.
Missile Launcher (Krak) 48" 8 3 Heavy 1 A Missile Launcher may fire Plasma or Krak missiles.
Missile Launcher (Plasma) 48" 4 4 Heavy 1 Blast A Missile Launcher may fire Plasma or Krak missiles.
Laser Lance n/a 5 5 Assault 1 See Wargear secttion for details.
Bright Lance 36" 8 2 Assault 1 Treats any armour value higher than 12 as 12
Star Cannon 36" 6 2 Heavy 3 -


Exodite Profiles


Unit Type WSBS ST WI ALd Save
Lord 4 4 3 3 2 5 2 9 5+
King 5 5 3 3 3 6 3 10 5+
Prophet 5 5 3 4 3 5 1 10 4+
Shaman 4 4 3 3 1 4 1 8 4+
Avatar 10 0 6 6 4 5 3 10 5+
Dragon Knight 3 3 3 4 1 4 1 8 3+
Dragon Noble 4 3 3 4 1 4 2 8 3+
Dragon Scout 3 3 3 4 1 4 1 8 4+
Minor Lord 4 4 3 3 1 5 2 8 5+
Tribesman/Warrior 3 3 3 3 1 4 1 8 5+
Handler 4 4 3 3 1 5 2 9 5+
Dragon Hunter 3 3 3 3 1 4 1 8 5+
Son of Kurnous 4 4 3 3 1 5 2 9 -
Troupe Leader 5 5 3 3 1 6 3 9 -
Daughter of Isha 4 4 3 3 1 5 1 9 4+
Priestess 5 5 3 3 1 6 2 9 4+
Ranger 3 4 3 3 1 4 1 8 5+
Dragonet 3 3 3 3 1 4 1 8 6+
Raptor 4 0 4 4 1 4 2 6 6+
Trichedon 3 0 4 4 2 2 1 5 4+
Megadon 4 3 5 6 4 2 2 6 4+
Great Dragon 4 0 6 6 3 3 3 6 5+
Great Winged Dragon 4 0 5 6 3 5 2 8 5+



Special Rules


The following special rules apply to all Exodites, except where noted.

Fleet of Foot

The Eldar are noted for their grace and agility, and are able to move more swiftly than other races when necessary. In the shooting phase, you may declare that an Exodite unit is going to run instead of shoot. Roll a D6. The score is the distance in inches the models in the unit may move in that shooting phase. This move is not affected by Difficult Terrain.

The following models may not run: Avatars of the Hunter, any model mounted on a Dragon, Great Dragon or Great Winged Dragon, Megadons, any model with a saving throw better than 4+, or any unit containing a Trichedon platform or Wraithbone Ballista.

Jungle Warriors

Most of the Exodite Worlds are harsh, volcanic worlds covered in lush, tropical jungles. The Exodites live their entire lives in these overgrown environments, and are quite used to moving among the trees and undergrowth. Due to this, the following special rules apply to many Exodite units, as noted in the army list.

  • Exodites count woods or jungle terrain as clear terrain for the purposes of movement, including for advancing after an assault or falling back.


  • Exodites who don't move in the movement phase may see and shoot through 12" of woods or jungle terrain, rather than the usual 6" as would usually be the case.


  • Exodites are quite used to hurrying through the jungle without making a sound, able to use hanging vines and low branches to their advantage as they move. Any Exodite unit that begins the shooting phase in woods or jungle terrain may roll 2D6 and pick the best score when using the Fleet of Foot rule.


  • Saddle Born

    Dragon riders are the warrior elite of the Exodite Worlds, and most of them are virtually born into the saddle, their dragon mount paired with them from birth to enhance the empathic bond between dragon and rider. They are so accostomed to the loping gait of their reptillian companion that it is easy to compensate for while shooting at the enemy. Any model mounted on a Dragon or Scout Dragon (but not a Great Dragon or Great Winged Dragon) always counts as being stationary for purposes of firing Pistol and Rapid Fire weapons.

    Animal Reaction

    Without the presence of a Handler, Dragonets and Raptors will often revert to their basic animal intelligence, though as domesticated animals they still recognize other Exodite units as being friendly. At the start of any Exodite turn where no Handlers are present on the table, each Dragonet flight or Raptor pack must take a Leadership test. If failed, roll on the Animal Reaction table presented below.

    Dragonet flights or Raptor packs that fail a normal Morale Check or Pinning Test, whether a Handler is present or not, must also roll on this table until to determine how they react to fauked Pinning tests or Morale checks.

    D6Morale CheckPinning Test
    1-2Fall BackPinned
    3-4LurkLurk
    5-6Attack!Attack!

    Fall Back: The unit will start to fall back as normal.

    Pinned: The unit is pinned as normal.

    Lurk: The unit will start falling back towards the nearest terrain that will give them a cover save and is not closer to the enemy. If no suitable terrain is available (i.e. it's all closer to the enemy) the unit will start to fall back as normal.

    Attack!: The unit charges off towards their enemy! Move the unit 2D6" towards the nearest enemy unit. If it makes contact with enemy models, count this move as a sweeping advance. If the animal unit is already in an assault, they count as charging in the next Assault phase.



    Large Monsters


    The Exodites do not possess the large, armoured vehicles that other armies are fond of using. Instead, they bring large creatures, known as Great Dragons and Megadons, to the battlefield. Due to the unique nature of these monsters, rules for using them in games of Warhammer 40,000 are included here.

    Great Dragons, and Great Winged Dragons, are used as mounts by Exodite Lords. They ride these great beasts into battle, leading their warriors on to victory.

    Megadons are even larger than Dragons and Great Dragons. In battle, they are fitted with side-mounted platforms from which Exodite warriors operate heavy weaponry. The Megadons are directed by another warrior who rides atop its back.

    The following special rules apply to Large Monsters:

    Common Rules

    Monstrous Creature: Large Monsters are considered to be Monstrous Creatures as described in the Warhammer 40,000 Rulebook. They therefore roll 2D6 for armour penetration and ignore opponents' armour saves in close combat. Note that this rule does not extend to the riders, only to attacks made by the creature itself.

    Invulnerable: Large Monsters are very resilient, and have thick, tough hides which protect them from injury. They are treated as being invulnerable and may therefore make an armour save against any and all wounds they take, even those that would normally pierce their armour or that allow no save to be made. Note that this rule does not extend to the riders, only to wounds suffered by the creature itself.

    Movement: Monsterous creatures move in nearly the same way as other foot models. They may move up to 6" in the movement phase, and may make an assault move up to 6" in the assault phase if they are in range of enemy troops. The only differences occur when using the special rule that allows a Great Winged Dragon to fly, or when a Large Monster is moving into or through Difficult Terrain.

    Difficult Terrain: Large Monsters that move through difficult terrain are not affected in the same way as normal foot models. Instead, they are more likely to either break through entirely, or get tripped up and entangled in the rough terrain. Any Large Monster that moves through Difficult Terrain during its movement (except a Great Winged Dragon that is flying over it) must roll a D6. On a roll of 1, roll a further D6 and consult the chart below. On any other roll, they move through as normal. Note that Large Monsters are not able to benefit from the rules for Jungle Warriors. Their size and nature prevents this.

    D6 Effect
    1-3 Hung Up The monster is caught in vines (or another suitable hinderance) and must cease its movement immediately. It may not move any further this turn as it must extricate itself from this predicament. It may not make an assault move this turn. This does not prevent any riders from shooting their ranged weapons.
    4-5 Tangled The monster is Hung Up as described above. In addition, it will continue to be Hung Up until it can roll a 4+ on a D6 at the start of any of its turns. This roll may be made even if the creature is engaged in close combat. Being Hung Up does not prevent the creature from making its own attacks in close combat.
    6 CRASH! The monster is Hung Up for the remainder of the turn as described above. In addition, it crashes to the ground, causing a single wound which cannot be saved. Any riders are unaffected by this.

    A Great Winged Dragon that is flying need only test if it ends its move in Difficult Terrain. If the Great Winged Dragon is walking instead, it must test as normal.

    Close Combat: A Large Monster will be able to distribute its attacks among enemy models in base contact with it as normal. The rider of a Great Dragon or a Great Winged Dragon may do the same.

    If a Large Monster is within 2" of another model, but not in contact with it, the Monster itself lends 1 attack as normal, as does the rider of a Great Dragon or a Great Winged Dragon.


    Monstrous Mounts

    Choosing Targets: An Independant Character riding a Great Dragon or a Great Winged Dragon may benefit from the regular rules regarding shooting at Independant Characters with the following exceptions. Such a model may only count Exodite Cavalry models or other Large Monsters when determining whether or not they can be shot. Regular Infantry models do not block line of sight, or protect the character if he has joined the unit or is within 6" of it. Such massive creatures simply cannot hide out among such troops.

    Randomizing Hits: When a Great Dragon or Great Winged is fired at, all shooting hits will be randomized. Consult the chart below to see whether it is Dragon or rider that is hit. Blast and template weapons will automatically hit both the Dragon and rider. Models using Sniper Rifles may choose whether to target the Dragon or the rider. In close combat, the attacker may choose whether to attack the monster or the rider.

    Great Dragon
    D6Hit
    1-3Dragon
    4-6Rider


    Slain Rider: If the Rider of a Great Dragon or a Great Winged Dragon is slain, the monster will automatically fall back. They may not regroup if they are falling back due to a slain rider.

    Slain Monster: If a Great Dragon or Great Winged Dragon is slain, remove the monster from play and replace it with a model on foot representing the character.





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